Rear Facing Camera Hud
#1
Posted 02 December 2012 - 02:53 AM
#2
Posted 02 December 2012 - 03:19 AM
#3
Posted 02 December 2012 - 05:05 AM
#4
Posted 02 December 2012 - 06:04 AM
E Nigma, on 02 December 2012 - 02:53 AM, said:
Here are two threads about CryEngine3's "multiple viewports" problems from Crydev.net:
1.) "How to add a rear view mirror window to my CE3 racing game?"
2.) "Problems with Multiple Viewports/Splitscreen/IRender"
Evidently, CE3 doesn't do multiple viewports (as would be the case if a feed from a rear-view camera were being shown on an in-cockpit monitor) very well.
Even stereoscopic views (along other dual-camera work) has issues in CE3.
So, lack of rear-view is largely a result of an issue with the engine's limitations, and is unlikely to be added to MWO until the underlying issues with CE3 are addressed by CryTek.
#5
Posted 02 December 2012 - 07:42 AM
Shiney, on 02 December 2012 - 05:05 AM, said:
Why not? Then we could have our rear facing weapons - like the Dragon and Atlas which should have the option of having them...
#6
Posted 02 December 2012 - 07:46 AM
Edited by DarkJaguar, 02 December 2012 - 07:47 AM.
#7
Posted 24 December 2012 - 04:56 AM
#8
Posted 24 December 2012 - 05:02 AM
Strum Wealh, on 02 December 2012 - 06:04 AM, said:
1.) "How to add a rear view mirror window to my CE3 racing game?"
2.) "Problems with Multiple Viewports/Splitscreen/IRender"
Evidently, CE3 doesn't do multiple viewports (as would be the case if a feed from a rear-view camera were being shown on an in-cockpit monitor) very well.
Even stereoscopic views (along other dual-camera work) has issues in CE3.
So, lack of rear-view is largely a result of an issue with the engine's limitations, and is unlikely to be added to MWO until the underlying issues with CE3 are addressed by CryTek.
Informative and addresses the issue with facts. I like your style and thank you.
#9
Posted 04 March 2013 - 03:52 AM
I was also thinking of the zoom feature could be improved as well. Currently, it's a very out of focus picture that in the opinion of many isn't worth getting. Could the 'start' point of the zoom be set out at 250 meters? Basically you have point A being where the mech is located in the X/Y/Z coordinates and then point B is 250m from point A, changing dynamically based on where the cursor is pointing? Basically a point to point with the cone of vision starting from there.
One more option is if MWO will start allowing arm flips in the mechs that allow it, could you just toggle flipping the camera view behind the mech? And to make the animation look a little better, it could be a tilt down to a side screen or perhaps make it truly look like a HUD as it 'washes out' the forward view so the engine isn't trying to render multiple views at the same time.
Even with limitations of the core engine, there can be work arounds that would allow more options. Just some thoughts.
#10
Posted 04 March 2013 - 04:05 AM
#11
Posted 04 March 2013 - 07:55 AM
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